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Can Someone post Vf4 ps2 vs Naomi 2 comparisons

Discussion in 'Console' started by MazYorA, Feb 15, 2002.

  1. MazYorA

    MazYorA Member

    Can someone please post the graphical differences between the naomi 2 and ps2 versions of Virtua fighter 4?Please be as detailed as you possibly can.
     
  2. CreeD

    CreeD Well-Known Member

    lol. Nobody's done that yet!
    Look around any VF4 for PS2 thread, loads of gripes about graphics.
     
  3. Yupa

    Yupa Well-Known Member

    Please God no... not again...
    please oh please use the search function...
    Don't add to this thread... or any relevent threads you find...
    /versus/images/icons/frown.gif
     
  4. Rugal

    Rugal Well-Known Member

    Hehe.
    Well the two most obvious differences are the textures and the fact that the PS2 version runs at half the res of the arcade, so it has aliasing problems as a result.
    As such, you have to give that the textures in all cases are FAR below the arcade. The arcade also uses mip mapping.
    Also, lighting is non-existant in the PS2 version. There are excellent specular lighting effects on the models in the arcade which are missing on the PS2 version. Add this to the poor textures, and the models look flat and crap in comparison with the arcade.
    I started to do a few stages, but then I gave up as you'd be forgiven for think that the were two different games..
    Aquarium Stage
    1. Wall cages are not real 3D. They are fully 3D pipes in the arcade with spike tops.
    2. Lighting does not appear on floor, cages, background or 3D models
    3. No mip mapping
    4. texture quality is arse
    5. No light lanturns(8 on stage)
    6. Water background extends far further into the distance on arcade


    Temple
    1. Tiles only have 1 stage of breaking. Arcade has 2-3.
    2. fogging is far less detailed.
    3. Skyline looks far less detailed


    Arena
    1. Cage is not 3D, but simply meshed wall. Aracde has fully 3D grid walls
    2. no lightsource on crowd. Arcade has lightsource that affects entire crowd.
    3. Missing pipes on PS2 version. Aracde has pipes that run along ceiling and up walls
    4. Less fighters in distant background
    5. Texturing is not discernable on PS2 version in backgrounds
    6. No lighting on backgrounds in PS2 version. Arcade has lighting on all backgrounds
    7. No lights in the arena. Arcade version has full 3D lights, PS2 has "boards"

    Cave
    1. Far less stick poles used in 3D cage
    2. No lightmaps used on background. Ps2 version is dull in comparison with arcade
    3. PS2 version has shit fog effect. Naiomi 2 much better at transparencies.


    City
    1. Only 3 active light sources. 2 spotlights and red lights. Weak effects compared to arcade. Arcade has 5.
    2. Lighting does not affect buildings on PS2 version. Arcade has lighting on buildings
    3. Fences are constructed from meshing on PS2 version. Arcade has fully 3d fences.
    4. Red lights do not affect players. In arcade they are affected by lights
    5. Arcade has Helicopter spotlights affect that players
     
  5. Darknight

    Darknight Active Member

    God not the half resolution thing which you are still wrong on. You can say it's not filtered, but half resolution is still wrong no matter how you look at it.

    Other corrections, the Temple has two stages of breaking, not one. Also the red lights on the rooftop stage do reflect on the players. In fact what you said is a contradiction, you said it has the red lights as a light source, but then you said it doesn't have it on the players. If it's a light source it would be indicated on the players otherwise it would be a light map.
     
  6. Torneko

    Torneko Well-Known Member

    I am pretty sure that PS2 runs at half resolution, since it would be running on TV screens which is interlace.

    The arcade with good monitor would run full resolution.
     
  7. Ura_Bhan

    Ura_Bhan Member

    Hey Ragul did u make VF4?
    You sure have come up with alot of "Faults" in the PS2 version!
    And that thing about the low-res textures is hard to believe. VF4 has been reviewed and so far no one has mentioned the low-res stuff. What am trying to say is rather than guessing on whats missing in the PS2 version, why not ask the master him self "YU SUZUKI" (Thats If VFDC can interview him).
     
  8. Darknight

    Darknight Active Member

    Well there's a difference between interlaced 640 x 480 and half resolution.
     
  9. CIN

    CIN Well-Known Member

    This res argument has been going on for ages.

    The arcade renders at 640x480progressive. PS2 renders at 640x240. When the arcade renders in interlaced mode the frame buffer is still 640x480 and then downsampled to 640x240. This gives a vertical AA. On the PS2 version the frame buffer is 640x240 and the picture is just renderd at 640x240. No AA in this case(there are PS2 games which render at 640x480 and downsample to 640x240 which gives free vertical AA. GT3 is one example)and so there are a little sync problems which accentuates the flickering and does not reduce jaggies.

    The red lights in Jacky's stage still light on the characters but you have to be much closer to them than in the arcade.

    Anyway this is a post I made on another board which indicates some of the differences between the 2 versions.

    " I have the game right in front of me, and let me tell you one thing. This thing is miles away from the arcade version.

    Textures have been reduced in resolution and ammount heavily.

    Lighting is reduced immensly.

    Reflections are replaced with a maybe 20 polygon version.

    Particles are reduced also.

    Shadows are double adged and are ugly

    Colours are different and somewhat washed out all around.

    Fog has been added everywhere!!!

    Character textures are adequate even though there were also downgrades.

    Polygons on the characters and backgrounds are reduced.

    Backgrounds are very different because of the changes and some of them look ugly. Jeffrys stage in VF3 looks far better than the VF4 PS2 renditon.

    LOTS of aliasing. The arcade had some aliasing but this is rediculous.

    It is easy to make out the differences. Just watch the intro if you do not have the arcade version nearby. The intro is from the arcade version. It is rediculous how much it was downgraded.

    The reason? Simple. The N@omi 2 board is much more powerful than the PS2.

    Still this is the best looking PS2 game to date IMO and the gameplay is godlike!!! Do not miss on this because of the Jaggies for gods sake!!"



    Rugal has gone into much more detail than me since I do not have that much time on my hands /versus/images/icons/wink.gif even though there are a couple of inaccuracies.


    http://virtuafighter.com/versuscity...rd=media&Number=14968&page=&view=&sb=&o=&vc=1 ---- usefull discussion from some time ago. /versus/images/icons/smile.gif
     
  10. Rugal

    Rugal Well-Known Member

    God not the half resolution thing which you are still wrong on. You can say it's not filtered, but half resolution is still wrong no matter how you look at it

    Well, PS2 version is 640 by 240. Arcade version is 640 by 480. That's half the resolution. Pretty simple math.

    Other corrections, the Temple has two stages of breaking, not one
    No it has one. The arcade's tiles have 3 levels on them. You have to land on them 3 times to completely remove them. The PS2 version has 1 and its breaking effects are 90% particles, whereas the arcade is 100% polygons.

    Also the red lights on the rooftop stage do reflect on the players. In fact what you said is a contradiction, you said it has the red lights as a light source, but then you said it doesn't have it on the players. If it's a light source it would be indicated on the players otherwise it would be a light map.
    There are lights on characters, but they are very weak in comparison to the arcade. You almost have to be sitting on the pole to see them. a light source is just that, rendering in the arcade and PS2 version involves lightmaps for the floor and vertex lighting for the characters. There is no contradiction.

    Well there's a difference between interlaced 640 x 480 and half resolution.
    No, they are the same. The fact that the game runs at 60Hz allows it to create the impression of a high resolution game, although it's still low res and ugly as hell.
     
  11. Torneko

    Torneko Well-Known Member

    Arcade
    [​IMG]

    PS2
    [​IMG]

    There you go, you can see it for your self on the difference, on this stage. You don't need to ask Yu Suzuki, let him be on his merry way making Shenmue 3 or VF5.
     
  12. CreeD

    CreeD Well-Known Member

    A minor nitpick, the upper picture is from an incomplete version of the game... more a Naomi visuals test. A screencap from the final arcade version might look even better.

    I wish I could say the bottom picture looks washed out because it's a bad screencap or something, but another difference is that colors in PS2 sometimes look bland. The lifebars and clock always look greyed and low contrast.
     
  13. Torneko

    Torneko Well-Known Member

    Yeah, those are old arcade screen shots. But you can tell the difference already.

    Those PS2 shots, are the one that Sega released to the media, they are frame buffer grab, and stretch a bit. PS2 VF4 runs on the same resolution as ICO, I think.

    The low color level is the result of PS2 texture compression which is 8 bit CLUT, though reconstructed to 32 bit with that kind quality loss. The N2 uses uncompressed texture at 32 bit for most part, and VQ compression for little details, that's not so noticeable.
     
  14. Darknight

    Darknight Active Member

    Wrong, if you ran a game at 640 x 240 res vs 640 x 480 interlaced, it would look different. There is a difference between a game being 640 x 240 res and a 640 x 480 interlaced picture. All games on TV running at 640 x 480 have to be interlaced so I wouldn't fault the game or the difference in saying it's half resolution. I would fault as an interlaced vs non interlaced image, but not half resolution. Just because it's using a field rendered method doesn't make it a 640 x 240 resolution game. Clearly there is a difference because when sync issues occur it looks different.
     
  15. Rugal

    Rugal Well-Known Member

    The bottom image is a bullshit doctored image from Sega.
    Notice how the lifebar on the right has lines in it (its yellow and orange part) this is becase the shot is taken from TWO separate images from the PS2's framebuffer.
    It's a low resolution game folks. Deal with it
     
  16. Rugal

    Rugal Well-Known Member

    Wrong, if you ran a game at 640 x 240 res vs 640 x 480 interlaced, it would look different. There is a difference between a game being 640 x 240 res and a 640 x 480 interlaced picture.

    You just don't get it do you?
    TVs were designed to display data at 30 frames per second. When you display a 60 frames game on a TV you must output 240 lines. This is HALF the resolution of VGA, which is what the arcade is.
    You can try to get around this by sampling down to 240 lines from 480, but PS2 VF4 is LOW RES to begin with. It's 240 lines REGARDLESS of what any TV is doing. This is why it is a jaggy mess.

    All games on TV running at 640 x 480 have to be interlaced so I wouldn't fault the game or the difference in saying it's half resolution.
    Yes, but MOST of them can apply filtering because they use a full resolution frame buffer. PS2 VF4 does NOT. The screenshot above proves that the game is low res as Sega had to use 2 different frame buffer images to create a high res image equal to the arcade.
    It's LOW RES. Deal with it.
     
  17. Darknight

    Darknight Active Member

    No I get it. It's you who doesn't

    Half Resolution = 640 x 240

    640 x 480 interlaced is not a 640 x 240 image.

    I completely understand the difference here. You can complain about the field rendering method and filtering you want, but no matter how you argue it, there is a difference between a half resolution game of 640 x 240 and a game running at 640 x 480 interlaced. I understand that NTSC is limited to 30 fps, at 60 fields, where each field is either the odd or even scan lines. By your definition that would make ALL games low resolution regardless of what is in the frame buffer or not because of NTSC limitation of even and odd scan lines.

    It's pretty simple, yet you keep wanting to be wrong about the subject.
     
  18. soulmachine

    soulmachine Well-Known Member

    Re: Can Someone post Vf4 ps2 vs Naomi 2 comparison

    The PS2 version has some issues that are indigenous to the hardware, but let's be honest: who gives a shit? Generally it looks pretty good doesn't it? Even if the Dreamcast were actually a NAOMI-2 in disguise there would be small differences. I think we should be freaking happy the port isn't any "worse" than it is.
     
  19. CIN

    CIN Well-Known Member

    Re: Can Someone post Vf4 ps2 vs Naomi 2 comparison

    Listen to soulmachine guys. Stop all this arguing about res.

    Facts:

    Arcade runs 640x480p or 640x480i

    PS2ver runs 640x240.
     
  20. CIN

    CIN Well-Known Member

    Torneko you dont happen to be V3 from Beyond 3D boards eh? /versus/images/icons/smile.gif
     

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